Mob Generator Test + random

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Uploaded by on Aug 16, 2011

To save resources I added some code to my mob generator to wait until the player enters the area before spawning the mobs, but then the collider for that conflicts with the collider the mobs use to determine the distance they are from the player to determine if they should attack, move, or stay idle.

There's 2 lines of code that if I enable them, the mob generator works perfectly, but the mobs it spawns can't walk, though they target you and pivot towards you. It's the weirdest thing. Then if I comment out 2 lines of code, the mobs will spawn automatically when the scene starts, but they'll be able to move and chase the player. (current priority)

When the mob generator is functioning properly, there will be no need to load them into memory until you enter their vicinity to spawn them. If you leave the area they will stay idle while a countdown runs which will despawn them after x time of being inactive.

The greatness of the mob generator is from the editor since the variables are public, I can drag and drop whatever monsters I want it to spawn onto the variables, and it'll randomly choose from those monsters. So I can set up 1 generator at each mob village which will randomly spawn from a pool of mage/ranger/warrior type monsters (or lesser and greater mixed), or you could completely randomize and have it spawn randomly from however many monsters you have. There's a lot of freedom with it.

Another top priority is the cameras. Currently there's no scrolling limits so you can spin them around and get all screwed up, I need to set a max X, Y. I also have 2 cameras that I toggle between with a switch statement for fps/3rd person, turning various components on either camera on or off depending which camera is active. Both cameras use a mount point to pin them to the character so I think a better way is just to use 1 camera and have it switch mount points rather than cameras.

I'm kinda torn on the world size. I started a little different map, expanding the main land mass to the edge and getting rid of many of the islands, but then the terrain by itself was 80 mb with no buildings.

Basically the main level will have portals to other maps, actually branch off with many portals to many different maps/levels, but the larger I make the first map, the longer the load time and the more resources in the scene to load into memory.

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